Professional Documents
Culture Documents
5 Draft 1
These are rules that attempt to capture mind control for erotic mind control campaigns. Mind control is
now a group of skills. It is a profession, performance, and knowledge skill. These skills all have the same
function - to perform a mind control induction technique. It is intended to be weaker than spells, which
will accomplish these effects instantly at comparable or higher DC’s and for longer durations, but generally
available for all classes with rewards for specializing in the skill through feats.
Mind control is a class skill of any class with the skills knowledge arcana, religion or perform. This is by
no means exclusive, a gm may allow your character to have mc as a class skill even if they do not possess
the above skill. This document will occasionally refer to an mc statistic, which should be the ability of
the skill being rolled. It refers specifically to the ability bonus, modified by special conditions, and not the
ability score.
The fascination condition represents an entrance character. A fascinated character can have special
requests made to them with the mind control skill. There are other special conditions.
Because this is a mind control campaign, if a creature possesses an intelligence score above 6, it is no
longer immune to mind affecting abilities unless a gm specifies it. Assume such a specification is on an
individual basis. Racial saving bonuses apply only to creatures with an intelligence score below 11.
Performing mind control on a target occurs in two ways. One way is the at a person can perform
an induction. The source of the control accrues point bonuses by performing skill checks. If they have
enough skill they can also maintain a boon over the target. If a character is fascinated, they can receive
programming from a source with the mind control skill.
3. Begin performing an induction by making a skill check. You may continue making an induction up
to a maximum number of rounds.
4. When your induction is finished, calculate the DC of the spell effect: 10 + spell level + successful
induction rolls.
2.2 Programming
Precondition: The target is fascinated.
1. Select an effect.
3 Induction
The first phase of mind control is the induction. Before the induction, the character selects a spell effect
to mimic from table 1. They ignore normal hd limits when affecting targets with mundane mind control,
some other limits apply. They select their initial induction dc from the column in table 2. Add these and
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the targets wisdom bonus to determine the induction DC. Any class feature or feat that adds points to a
willsave is also added to the induction.
They must have the ranks in mind control necessary to support an effect described in the table. During
the induction characters describe 2+ sentence inductions while rolling. They make a skill roll as part of a
full round action. Up to three of these actions are made and the induction ends on the third turn.
Performing an induction is dangerous. It takes a full round action and must be done out of combat. It
provokes an attack of opportunity and may be interrupted by the target at any time. In general however,
targets will not interrupt an induction unless they have a reason to do so and are aware of it.
At the conclusion of the induction, the target of the mind control makes a willsave based on the level
of the spell being mimicked (as though it were a bard spell). They take a bonus or penalty to the willsave
based on their initial diplomacy score, of +/- 2 for each level beyond indifferent. Computed initial will
scores are given in table 2. Unaware targets are assumed to be indifferent. If they succeed they are
unaffected.
On an unsuccessful mind control roll, the target may become aware and their diplomacy attitude is set.
They may interrupt the roll or allow the induction to continue. The duration of the mind control effect is
reduced by one, at zero rounds the effect ends instantly.
Whether the induction is successful or not the target makes a willsave against the spell effect targeting
them. The will save is 10 + bard spell level of effect + the number of successful inductions. If all induction
rolls are done successfully, the controller adds the attribute bonus of the mc skill to the will save.
3.3 Example
Halley is feeling frisky, so she has her girlfriend Nassa hypnotize her. Halley’s Wisdom is 18. Her attitude
is helpful. Two natural ones are rolled and Nassa only gets one success. Halley is pretty intent on having
a good time however and throws the willsave against hypnosis.
3.4 Example 2
Nichelle wants to punch a Paladin. She decides to mind control everyone in the party with the suggestion
that they are engaging in a no-holds barred duel. There are 4 members of the party with initial diplomacy
scores hostile (the paladin) with wisdom 8 and charima 24, an unfriendly cleric with wisdom 24, a helpful
rogue with wisdom 10 and a friendly fighter with wisdom 6. Nichelle wants this to have a normal duration
so she can have nice long fight.
The initial target dc’s will will be set to 10 plus 25, 20, 10 and 5 on an individual basis. 6 points are
added due to the per target penalty. The final target DC’s are 47 for the paladin, 43 for the unhelpful
cleric, 26 for the rogue, and 19 for the fighter. Nichelle ends the induction after one successful round with
a roll of 44. She applies a +1 the DC’s of her rolls for the rogue and the fighter.
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4 Choosing Your effect
Select an effect from the table below. You may target 2 + your mc stat characters.
Mundane Hypnosis raises a characters attitude by one step. Unless the target has occult skill unlocks,
no telepathic link is established by these spells. This specifically effects dominate person.
4.1 Example
Alexis, evil mind controller, is going to begin an induction. She has 15 ranks because she’s a 16th level
mesmerist. She goes straight for a dominate person effect.
She wants to affect two targets and dominate them, for 1d4 hours. She sets the initial DC to 10. She
then consults the diplomacy attitudes table. One target is unaware and another is hostile. She adds the
per target penalty of 5 to the DC, then adds the induction target DC’s to get her target numbers of 30
and 40.
5 Programming
5.1 Expanded Rules for the Fascinate and Dazed Condition
The fascinated condition is caused by the spell Hypnosis, the bardic class ability and a variety of other
conditions. A character that is fascinated now can be influenced by diplomacy or mc skills to perform the
following special diplomacy tasks, however there is a minimum diplomacy attitude required for each one.
Each one request is treated as a diplomacy request and raises the dc of other requests by five unless stated
otherwise. A players diplomacy attitude may be set as high or as low as desired, unless they have been
broken (beaten in combat, ) or are intimidated.
The dazed condition caries the same rules as fascinate. In addition, a character cannot interrupt an
induction on their own while dazed.
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5.2 Standard Requests
Like diplomacy, programming uses a system of requests. Add the request target from table 2 to the request
modifiers of following skills to get the DC of the request. With each request, successful or not, add 5 to
the initial dc of your next mind control roll. This penalty resets after 24 hours.
The following standard requests do not wake a subject up on a failed roll. Standard requests take
varying durations of time.
These tests must be made in sequence and you may only lengthen the duration by 2 steps on the table
above. For a duration of zero, if it is an effect such as fascinate it ends at the end of the turn. If it is a
request it ends with the fascinated condition.
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5.3.3 Weaken: 0, +5
Undermine a targets defenses. Each level of weakening gives the target a -1 modifier to will saves against
mind affecting powers and anyone using the mind control skill against them gains a +2 modifier on the
skill for 1d4 hours. Up to a -10 will, +20 skill bonus may be inflicted on the target. Effects stack between
trances. For a +5, weakening is conditional to one or more characters.
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5.3.12 Rapport: +5 and player’s permission
Establishes a rapport between the target and the subject. You can now take 10 against mind controlling
checks against the subject.
8 Supporting Skills
The most common skills in a mind control campaign will be Bluff, Diplomacy, Disguise, Intimidate, Knowl-
edge, Perception, Sense Motive and Stealth. The diplomacy skill unlock for occult classes also has some
effects on how mind control plays out. The special uses of other skills are described below.
8.1 Bluff
Bluff to willingness: Considered a far fetched (-10) lie against sense motive.
8.2 Diplomacy
Convince to be Willing: Considered a +10 request.
Seduce with passion +0 request: Inflict the ’intimidate’ diplomacy status effect, complete with penalty
if you don’t put out.
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8.4 Intimidate
Fear Induction: Take a -10 penalty.Target is considered to be willing.
Seduce with fear: Intimidate, only described as being sexually powerful rather than terrifying in a more
traditional sense.
8.5 Perception
Peripheral characters not being influenced by the mind controller may detect it with a perception dc 15.
A mind controller may hide their activity by making a stealth test with a -10 modifier. This roll replaces
the standard dc 15.
9 Feats
Name: Improved Mind Control
Requirements: Mc Skill Rank 1
Description: You can set up a calm environment for an induction. Doing so grants a +5 to the induction.
You can initiate mind control during combat. Doing so is a full round action that provokes an attack of
opportunity.
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you are mind controlling at least one of them. Any creature of a helpful disposition with willpower below
yours that you succeed on a bluff or sense motive test dc 15 against is automatically willing as long as the
overall mood of the audience is indifferent. You can target a crowd of creatures, the mood of the majority
of characters determines the mood of characters in the crowd. It is a DC 10+the mc stat save to leave the
crowd, +1 for every friendly creature in the crowd (up to a maximum +6 bonus)
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Description: You can now make powerful inductions. If you increase the induction target by 5, you gain
a +1 bonus to the benefit of a successful induction roll. This means that the minimum you can gain is
from one successful induction +2 and the maximum is +7.
10 Errata
10.1 Peer Pressure
For each target friendly or better participating in or verbally supporting an induction, the source gains +2
to their roll, to a maximum of +10.